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' I" g7 F6 N+ Z; z大量更新,详见列表:$ X' H8 x6 \' a$ S, r* f8 X
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Change History:
0 j+ X8 R' n9 V0 [% f7 xV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
7 D/ v4 F. _2 A$ [8 x( [- B4 w1. Seventh Update – This release is a comprehensive release updating all previous
$ A0 ?8 @ L- B: h- m( w3 H- b0 [versions to v1.01.17 beta
5 I% ]' t; K7 J' k! I2. Code Changes
7 b+ J# ?- j, K2 ~Fixed' \& [# x. C* C) F2 `
1. Display of AF/Port icon between player saves based on player's intel
, t$ Q, Y' ^7 q9 N% T- [/ c2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
% B" s2 c2 X- N6 C# }weapon list updated
* b0 y$ v! r9 G* j1 s l3. Reported cargo/troop safety values incorrect when no cargo/troop space
; n) N9 f, m7 @( b4. Allow smaller 'reserve' space for small groups on ships
4 l( P4 w0 ~& x- j; g1 j @5. Preserve some more data when swapping fragment and parent to prevent lost of parent# a5 E- {( A4 {3 f, G9 Z
6. Correct attacking plane count before final post-air combat
; t0 f8 D& g- A/ G7. Pilot promotion may have occured in error sometimes
9 n+ f4 E9 {: p; @% I+ [8 S8. Raid detect message sometimes dropped of the combat report
" b6 g! s' M. }( U+ |. U9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
6 i3 m$ D3 Z& o* Q* I3 B% l8 `generally9 }9 h9 R! ^& f, M
10. Some pilot-leader connections were being corrupted Z6 `2 ]9 q1 [/ X& p( H5 ]5 Q
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
7 y+ w9 F8 W, G! Y" x i4 I1 E A4 [other move issues due to the incorrect indicator3 V% C0 g4 K5 Z# _! J. o
12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 r6 k y; b& M( M1 `
damage( c& i( n8 n/ G( W# Y5 }
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
% P( _# h7 v5 _8 I- V14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 p! A3 F: _$ t& X2 Sdate sort8 k, P+ l0 g |4 f
15. ASW groups not allowed to attack sometimes- K. r7 j- _& F
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
; k$ y$ F5 ?) b- n) ]HQ/LCU to jump to reinforcement queue9 B* n9 D0 k1 `$ y0 U3 Y( e
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
& ?/ l/ ?) i" P18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed3 f9 {9 @6 l+ m/ T, s- D
at start of AE but crept back in sometime during updates1 h! v" k( \3 h2 [9 L R4 |
19. Removed the fragment/parent swap during a TF unload as it could often orphan the# ], i. I0 j6 f* \" M
fragment. ?( E6 t5 F4 q
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade* f) C }4 Z5 \; M
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& s5 k8 r. s! n5 q) l
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full5 a# T8 p4 S. J$ u& n+ E' m
set& a- N6 a7 i5 k, M' e- [
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
: N8 m% I' {( t1 A7 k1 o& j( M23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
3 N, g# e! Z: S3 }' N24. Bug caused F/FB to sometimes bomb at low altitude
' B4 R8 A: w' O% s% r# r25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* M% [) i \' {occurring properly.
+ H1 N& D b0 P1 c26. Bug in Industry 'failed' indication not showing properly sometimes) |$ B# Q1 g! u( h8 x: W
27. Location check at scenario load to include small map sceanrios
4 p# b+ [- g& ]5 i7 u28. Bug in air supply to fragments in a non-friendly base hex
1 b7 b: V$ g+ N3 J0 K' |6 a29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was c4 y2 T8 }9 e4 B. z! q8 e! _
being set to homebase before execution of the mission – ie was returning to base; q4 N& u( q$ e+ Q" V
immediately' y- v! ~$ M' T9 u
30. Error in Strategic map display
0 w+ L: Q# D4 s" h31. Additional and stockpile options were not turned off when base was captured: h X; C1 [6 A, s8 _6 o) o
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
! W8 d5 |" r$ q7 @) Amouse over3 k! z+ j ]+ U. V- B
33. Army experience being gained when not 100% prepared as per manual; changed to allow/ g: V B! r( N/ y$ J8 P3 ]
chance to gain experience if >75% prepare and < 50% national exp level( E, p- {! Z5 U$ Q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
# A2 c5 b v8 ^alleviate the incorrect experience gaining happening while in reinforcement queue
6 m9 c/ @3 h2 F% `9 ]1 l. I8 k& j( w35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –. T1 p U2 z5 a. o5 g
caused unit to jump “off-rail” and move overland
1 H {5 i4 |9 D) u1 ~36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
5 Z& |. [5 ] p- f W37. Excessive accident messages on unload from TF reported. p1 d* E p, F G& c* Y! B' K
38. Reworked editor sub-unit merging as some devices could drop off the unit list when: z7 D9 v( ~) J7 A
merged causing smaller size unit than expected
# `/ J5 g7 W$ W/ s39. Corrected possible TOE error in scenario data load for inactive units/ j: C/ A$ l+ m7 W
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
7 D1 m) e' f" ~& M0 G( y0 Jhowever be allowed to do this.1 _; ` w' n5 W+ c: L/ s
41. Possible CTD if sinking ship's load was a group5 I2 Y. B$ w+ K7 C
42. Limit the number of devices built from resources per unit during LCU replacements; this& o6 L2 H# @5 l/ u# d8 J$ n" @# K# Y" b% i
was causing an over production for that turn
4 B! F% |0 A9 M. N9 w, t) {43. Retain day/night setting when creating group fragments F" l6 L( T4 {. T+ t+ t- }, O0 _& v2 {
44. Adjusted supply and fuel values in base list not to overrun the space, M7 w R( O. ]- w/ w* L
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
. Q+ }# Q0 E& oadded YMS to Sweep TF in line with manual and code
$ n3 L* [7 D/ P( j( Z2 H/ }; ]' G46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the7 X" P3 \1 a4 n3 y
rule relates to the abundance of manpower and is not covered by replacement pool. Normal) U! d7 `% d( s8 v" J4 g, e
rebuilding of destroyed units is not affected by this.
! F; }" n0 U5 C/ M# p; L47. Carrier capable and trained text not showing together on Group screen
0 S) @0 i. E o5 D0 e48. Handle any blank re-name changes by ignoring them
* s# u: X1 \! v9 c49. Possible CTD when air fragments combine( ~$ e, ~8 X7 h4 _) y! E
50. Unloading TF can freeze a LCU onto a ship under some conditions
& ^ y3 [* ^0 f2 E# \51. AI not behaving if main HQs missing (affects small map mainly)
9 y- [+ H. w7 w% I# t52. AI using AGC for normal land units – removed from TF if not needed9 @0 }. l! ~# b, e; ]6 \
53. Soviet activation message not in Ops report
* @3 c* P+ H+ q9 J( e2 i: u9 [4 F9 i54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
6 X; b1 d3 ]4 l* t# X; a0 M55. Clear Soviet air balance if not activated. Possible incorrect base switching' ]) e4 i) E# E! s
56. Sub attack against docked TF not happening for port size <3
. G8 d/ o5 N5 U s" M2 o57. Unit type changing unexpectantly
2 p! p1 r0 J3 H+ A6 M58. Torpedo replacement on plane sometimes is missed7 Y% o8 b, {! u, }
59. Double handling of overstacked supply requirements
! ~" y+ d n3 k1 P! r) u6 {; a; t60. Fixed alternate weapons for port attacks
% H9 I4 g W+ t5 u. i* L61. Corrected weapon system damage to show after combat on ships in port rather than wait till# R/ W: R$ a0 L" @3 g* L' `
sometimer in the ship repair cycle.) N/ L/ N2 j4 o6 L
62. Ship tonnage over 32K could cause repairs to fail
! L' u% W3 a! z/ W1 g! t) n0 y6 tNew
# A# n" X- k, B; v1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the5 o/ _. A; L+ c1 ]. t
port6 V2 Y' J: t( n$ R
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
( S- l$ k) h# j0 p% c' p: s9 pTenders not counted
8 ]- p3 B# E. X* ?. F3 r1 P, ?3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
" l) s, U# H' d& H4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method, j Z8 ?6 d, Z8 ?% z+ f
to remove damaged ships from TF* I& s8 Z5 @6 g8 T. y
5. New filter for “non-building” devices in Industry pool screen( S M* r$ ^, g% @" o& ?
6. New filter for “non-building” aircraft in Air Replacement pool screen S1 y3 B3 l0 |& x2 p7 g
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy! @* |4 M! V3 C
mines (^) detected0 o- x4 g/ a! n! u7 Q' ]
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the8 e+ V! O9 \# L# k: h4 p X
‘button6..’ image files, then these will be shown. If not, by default there are shown as6 z8 I1 j8 z$ I, A! N4 k
standard parachute unit icons
; [9 L) N. {0 B% m6 ]2 m9. Air/port damage and building is shown in base mouse over$ o ~6 F% W# I4 s
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on* K" _: M* D2 w
11. TF can be routed to stay within coastal hexes as much as possible
1 X1 G+ N# f9 c! ]; f# S12. On Top Pilot screen show the 'ace' cut-off value if more than 15 R- J/ W I4 c; b6 q% B
13. Added option on group and LCU reinforcement screen to turn off replacements$ F6 k/ x* l# o* [/ g
14. Current base can get supply returned to it when reserve planes returned which were8 V- @4 f9 S1 s6 a3 Y y2 `. }
originally supplied from another base
K2 @, H( H d+ I3 R15. Unit type filter on Troop Loading screen6 R/ P/ b* o; a h5 N
16. Report killed ground units if not in combat report+ p1 [- [% u3 d4 T" X4 c
Changed
% p% w) Y4 K* r ~/ W1. AF of 8+ have AV support doubled for purposes of determing support for air operations5 K1 ^. V: w% @$ d) E% E3 g8 q2 H
(complements fix 18 above)
& a) z/ k5 i# l P) x. j+ g/ |1 }. u2. Permanently increased pilot array to 70K
6 q* f g. d/ a* @4 {3. Increased number of air combat rounds are a factor of total aircraft involved
. h7 k) H; J% i& `0 B8 r4. Allowed submap to submap movement if land connected for land units. Should have been
+ d: x; o) G( d O6 zso as per Andrew Brown
1 o" k6 Y- v8 ^) ?% `5 T5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message/ Z9 V9 J) g- k* J
delay toggle instead5 n# D) N. K F1 K
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the" I: y& C; {7 }# b# F% g/ Z$ H5 H D
maintenace a bit more$ @5 @; E( y0 m$ \$ K$ d
7. Support device replacements won't decrease the overall experience of LCU units. This does8 o* Y& c+ k7 h9 N' _. h3 ]
not alter the overall EXP change due when any replacements are received.& z3 r6 O3 D' q/ e
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
" H' X. r% F" i0 ]$ e* ^' Dbetween the two but could break current games.
4 U5 n- p5 f( M) d; S4 R3 C, K" b9. Some LCU Prep points may be retained if unit is experienced! F- L; _* ]) V+ z& h; @
Notes
; t4 V3 L2 o# C2 i& }5 f1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
% @7 X* }& R/ n2 Yshould not change player or HQ, even if not in play. These original HQs are used by the AI- z; @6 A O+ ~: d) f
routines so changing or deleting them can put the AI off. Changing other elements should
" c7 V3 T' S7 a! b; F) s5 G6 Bbe okay.
0 }5 D9 a" G. T1 s2. Clarification to weapon filters for aircraft:
4 J. a! H# F3 B: a2 SPM_NAVAL_ATTACK 2 // used for naval attacks4 w3 q% a [8 \
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
! ?2 R+ s: ^0 X3 `3 IPM_LAND_ATTACK 8 // used for land (ground) attack" |& w+ X0 B' V
PM_PORT_ATTACK 16 // used for port attack
( g) `. @4 X8 @PM_AF_ATTACK 32 // used for AF attack
3 v# h1 Y$ z& Y) @( O3 kDropped any reference to secondary values for land and AF as they served no special use.' ]9 x5 n) A" e' I/ P8 @8 y
Clarification changes! P9 R+ A+ T* P/ b, w' C) ^
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
- p, p2 v; t! T+ I+ `bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
6 P& ~0 o- @( a4 J N0 q' Z6 [0 `4 XMONGOLIA(91) or TANNU_TUVA(92).+ x7 F0 c# a2 H2 T1 {" |7 A
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
5 n2 o0 {3 c+ c/ o4 x& g, [, }b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
/ ]- A# a' r3 T- u& ?0 uc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases& u' h# W, x7 ]) N; E; q& I
after Soviets are activated, but can’t move0 L9 V) G8 _4 N! P9 z( ^
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
& h; R% P: l' Q: R$ S( F" ^disbanded in port.
1 _1 V/ l0 U* l+ oe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
8 r9 o3 N6 n6 x0 }9 x" w/ Gf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |